SoF Exalted/Anima Effects
Every Exalted can channel Essence through their Anima to create powerful magical effects. The specifics of the effect depend on the type of Exalted and their Caste.
Note that these are free at character creation (the costs are listed for balance purposes), but that each character may have only one.
Celestial Exalted
The most powerful of the Exalted...
Solars
Dawn Caste Anima Effect
Terrify
Base AP Cost: 2AP
Activation Difficulty: 4, or 1 FP
Activation Time: Simple Action
Duration: Scene
Modifiers: Horrific (+1), Aura of Terror (+1), Conditional Trigger: Must have suffered Minor Consequence on Essence Track (-1), Effortless: Power can be activated using either method, but the FP option requires the Conditional Trigger to be in effect (+1)
Total AP Cost: 4AP
The Exalt can trigger its anima banner to appear larger and more threatening, frightening his foes in the process. When triggered, make a Contested Roll (Exalt’s Essence [+ Edge] vs. WIllpower) against all enemies in same zone. Enemies that fail the contest must take a Mental Aspect related to their fear of the Exalt.
See page 183 of the SoF rulebook for more details.
Zenith Caste Anima Effect
Repel Creature (Undead, Demons)
Base AP Cost: 1
Activation Difficulty: 4, or 1 FP
Duration: Instant
Modifiers: Additional Creature Type (Demons; +1), Destructive Repel (+1), Aura* (+1), Once per Scene (-1), Potent Repel (+1), Conditional Trigger: Must have suffered Minor Consequence on Essence Track (-1), Effortless: Power can be activated using either method, but the FP option requires the Conditional Trigger to be in effect (+1)
Total AP Cost: 4
The Exalt can trigger its anima banner to fend off the undead, demons, and other creatures of darkness. To Repel a creature, roll the Exalts Affinity as a Block Action (page 260 of SoF rulebook). All undead and demons in the same Zone must roll its Willpower to resist. If it fails, it must leave the Zone or, if that’s not possible, move as far away as possible from the Exalt.
See page 169 of the SoF rulebook for more details
Night Caste Anima Effect
Chameleon
Base AP Cost: 1
Activation Difficulty: 4, or 1 FP
Activation Time: Free action
Duration: Scene
Modifiers: Cloaked(+2), Muted Anima*(+1), Conditional Trigger: Must have suffered Minor Consequence on Essence Track (-1), Effortless: Power can be activated using either method, but the FP option requires the Conditional Trigger to be in effect (+1)
Total AP: 4AP
The Exalt can manipulate its Anima banner to give him or her a degree of camouflage, making it more difficult to spot the Exalt. This effect applies to both the Exalt and any gear she has on herself. She gets a +4 bonus to avoid being noticed when stationary and a +2 bonus if moving. Unlike other anima effects, this power is designed hide the anima banner form others.
See page 122 of the SoF rulebook for more information.
Twilight Caste Anima Effect
Armor
Base AP Cost: 1 AP
Activation Difficulty: 4, or 1 FP
Activation Time: Free Action
Duration: Scene
Modifiers: Insulating (+1), Heavy Compatibility (+2), Conditional Trigger: Must have suffered Minor Consequence on Essence Track (-1), Effortless: Power can be activated using either method, but the FP option requires the Conditional Trigger to be in effect (+1)
Total AP: 4AP
The Exalt may channel his or her Anima Banner to provide extra armor (+7AR) for one scene. This armor bonus does not stack with any mundane armor the Exalt may be wearing, but still applies even against those things which might pass through normal armour.
See page 113 of the SoF rulebook for more information.
Alternate Power:
Barrier
Base AP Cost: 3AP
Activation Difficulty: 6, or 1FP
Activation Time: Simple Action
Duration: 1 + Affinity Rating x 3 hours or until dismissed.
Modifiers: Hardened Barrier (+1), Conditional Trigger: Must have suffered Minor Consequence on Essence Track (-1), Effortless: Power can be activated using either method, but the FP option requires the Conditional Trigger to be in effect (+1).
Total AP Cost: 4AP
You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action that covers the entire zone, with the potency set by an Affinity roll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoing energy or projectiles.
See page 119 of the SoF rulebook for more information.
Eclipse Caste Anima Effect
Oath Binding
Base AP Cost: 4AP
Activation Difficulty: 4, or 1 FP
The Eclipse Caste Anima Effect is different from the rest as it has more of a long-term and complex narrative impact than a immediate and straightforward one. By channeling his Anima Banner, the Exalt can magically bind all parties in an oath or contract to abide by its stipulations. Once done, all those involved in the oath or contract gain the Aspect Sacred Oath(P), which can be invoked or compelled as normal. This permanent aspect remains until the oath or contract is satisfied (at which point the GM may opt to give a FP as a reward) or until it is broken. If the party breaks the oath or contract, he or she gains the Aspect Cursed(P). How long the Cursed(P) Aspect remains is up to the GM, though he or she might want to wait until a most inopportune time to Compel the character to do something he or she certainly does not want to do (“What? You’re out of fate points? I had no idea...”). Once the GM feels the character has been sufficiently cursed for breaking their oath, the Aspect may be removed.
Also, the Eclipses, being the diplomats and messengers of the Unconquered Sun, are protected by ancient pacts with the Fair folk, demons, and spirits. As a result, Eclipses and their companions may not be attacked by these groups when on legitimate business with those beings. These creatures must honor the code of hospitality unless the Eclipse violates the oath first. Note that this bonus is permanent and constant and does not require any sort of FP expenditure.
Notes: Modifiers marked by an asterisk are custom mods or not native to the power in the SoF rulebook. The entirety of the Eclipse caste anima effect is custom made, so comments on its AP cost and balance are welcome. Apparently there is some degree of dissatisfaction over the appropriateness of the Twilight caste anima effect, with some people arguing for a power more thematically fitting. Perhaps it is something we can discuss.
Lunars
Full Moon Caste Anima Effect
Enhanced Speed + Strongman*
Base AP Cost: 1 + 2 AP
Activation Difficulty: 4, or 1 FP
Activation Time: Simple Action
Duration: Scene
Modifiers: Strongman: Persistent Aspect (+1), Both: Linked Advantage (+1), Forced Link (-1), Conditional Trigger: Must have suffered Minor Consequence on Essence Track (-1), Effortless: Power can be activated using either method, but the FP option requires the Conditional Trigger to be in effect (+1)
Total AP Cost: 4AP
In addition to moving at double your normal speed, you gain +5 bonus on all Strength-based manuevers and special actions, as well as non-combat conflicts. You are considered one size category larger for the purposes of lifting. You also gain the Persistent Aspect Inhumanly Strong(P).
See page 129 and 178 of the SoF rulebook for more details.
Changing Moon Caste Anima Effect
No Moon Caste Anima Effect
Sidereals
Chosen of Battles Anima Effect
Chosen of Endings Anima Effect
Chosen of Journeys Anima Effect
Chosen of Secrets Anima Effect
Chosen of Serenity Anima Effect
Terrestrial Exalted
While less powerful individually than the Celestials, the Dragonblooded are much more numerous. When they work together, they can achieve incredible things.
Anima Flux
Anima Flux is a unique property of Dragon-Blooded Anima. Contrary to the Anima of other Exalted it is not only visible essence but physically present. This means that the storms and effects caused by Anima Flux inflict harm to everything nearby, both living creatures and inanimate objects.
Power Attack, Pulse
Power Aspect: Anima Flux
Base AP Cost: 3
Activation Difficulty: 1 FP
Activation Time: Free Action
Duration: Scene
Modifiers: Aura (+1), Aura Only(-1), Effortless (+0), Conditional Trigger: Must have suffered Major Consequence on Essence Track (-2)
Total AP: 1AP
Your Anima banner activates, physically mainfesting and damaging everything close by. The exact details of that manifestation depend on your Aspect. This has an Explosive Rating (ExR) of 5 affecting everything in the same zone as you.
See page 163 of the SoF rulebook for more information.
Aspect Anima Effects
Air Aspect Anima Effect
Augmented Movement
Power Aspect: Wind Attunment
Base AP Cost: 1
Activation Difficulty: 4, or 1 FP
Activation Time: Free Action
Duration: Scene
Modifiers: Strenuous(-1), Provided(+2), Conditional Trigger: Must have suffered Minor Consequence on Essence Track (-1), Effortless: Power can be activated using either method, but the FP option requires the Conditional Trigger to be in effect (+1)
Total AP Cost: 2
You surround yourself with a swirling vortex of air that greatly enhances your movement abilities.
See page 117 of the SoF rulebook for more information.
Earth Aspect Anima Effect
Armour + Persistent Aspect (Immovable)
Power Aspect: Earth Attunment
Base AP Cost: 1 + 2
Activation Difficulty: 4, or 1 FP
Activation Time: Free Action
Duration: Scene
Modifiers: Both: Linked Advantage (+1), Forced Link (-1). Strenuous(-1), Conditional Trigger: Must have suffered Minor Consequence on Essence Track (-1), Effortless: Power can be activated using either method, but the FP option requires the Conditional Trigger to be in effect (+1)
Total AP Cost: 2
You drawn the power of the earth into you, becoming more resilient and stable. You gain AR6 and the Aspect Immovable(P).
See pages 59 and 113 of the SoF rulebook for more information.
Fire Aspect Anima Effect
Water Aspect Anima Effect
Augmented Movement + Breathless
Power Aspect: Water Attunment
Base AP Cost: 3AP
Activation Difficulty: 4, or 1 FP
Activation Time: Free Action
Duration: Day
Modifiers: Augmented Movement: none. Breathless: Water-breather (-1), Both: Linked Advantage (+1), Forced Link (-1). Strenuous(-1), Conditional Trigger: Must have suffered Minor Consequence on Essence Track (-1), Effortless: Power can be activated using either method, but the FP option requires the Conditional Trigger to be in effect (+1). Extended Duration (+1).
Total AP Cost: 2
You attune yourself to the element of water, gaining the ability to breathe and move around in it like a marine creature.
See page 117 and 121 of the SoF rulebook for more information.
Wood Aspect Anima Effect
Poison + Resistance
Power Aspect: Wood Attunment
Base AP Cost: 1 + 1 APs
Activation Difficulty: 4, or 1 FP
Activation Time: Free Action
Duration: Scene
Modifiers: Poison: Touch (+1), Resistance: Immunity [Rare] (+1) Both: Linked Advantage (+1), Forced Link (-1). Strenuous(-1), Conditional Trigger: Must have suffered Minor Consequence on Essence Track (-1), Effortless: Power can be activated using either method, but the FP option requires the Conditional Trigger to be in effect (+1)
Total AP Cost: 2
Channeling the power of Wood, you become both immune to plant toxins and poisonous to the touch.
See pages 155 and 171 of the SoF rulebook for more information.
Other Powerful Exalted
Abyssal
Dusk Caste Anima Effect
Midnight Cast Anima Effect
Daybreak Cast Anima Effect
Day Cast Anima Effect
Moonshadow Cast Anima Effect
Alchemical
Orichalcum Caste Anima Effect
Soulsteel Caste Anima Effect
Starmetal Caste Anima Effect
Moonsilver Caste Anima Effect
Jade Caste Anima Effect
Adamant Caste Anima Effect
Infernal
Akuma Anima Effect
Green Sun Prince Anima Effect